GW2: Picking Apart a Pick – Your Help Needed Evaluating the Fairness of a Cash Shop Item

And here, we have shining examples of "haves" and "have-nots..."

I need a variety of outside perspectives on this one.

I fear I’m a little too close to the issue and conflicted to know what’s right and what’s wrong.

There are three items in the GW2 gem shop that I’m eyeing this month.

My cash budget would very much prefer that I only spend RL money on two of them, and either forgo the last, wait till next month or when it comes around on sale again, or convert in-game currency into gems to pick it up.

perfectlyacceptable

Two of the items leave me with absolutely no moral conundrums or philosophical issues about whether one should support further development and production of more similar items with real life money talking.

The first is the musical harp. It’s a toy. It’s a luxury vanity item that happens to be a musical instrument. There is absolutely no gameplay advantage that a “have” has over a “have-not.” There is merely a cosmetic and “trivial fun” advantage, skewed very much to the personal, as the person paying the most attention as to whether one has this item is oneself.

Much like vanity costumes, colors/dyes and looks, this has been accepted as a perfectly reasonable use of a cash shop across many games. If you like the look, and want to pay RL money to support the developers in making more such options, everyone is generally happy with this state of affairs and accepts it as fair and reasonable that “haves” may get to look a bit more fancy than “have-nots.”

I love music. I love music in MMOs. I’m a big fan of more MMOs introducing such toys and musical instruments in the vein of LOTRO, in the hopes that more Weatherstocks will one day appear. The harp is a no-brainer must-buy, just like how I grabbed every other musical item that turned up.

Now, one could always be paranoid and point to a slippery slope scenario where the developers decide they need tons more money and release five musical instruments onto the cash shop in one month – and while one would definitely not be pleased, choosing to buy only one or two favorites, wait and get others later, or not buy at all are all valid alternatives.

The second is the quaggan finisher. It, too, is a luxury cosmetic item. It changes the animation and look of what your character does when performing a finishing move on a downed foe. Whether or not you enjoy the visual effect and choose to buy it, the finisher is still functionally the same and takes the same amount of time gameplay-wise.

One might argue that perhaps the emotional effect on an enemy player is different, whether he or she is trolled to death by cuteness or executed by a sinister assassin or merely impaled on a generic stick. There are, however, free alternatives that could produce similar effects – such as a bunny finisher that everyone has access to.

Anyway, finishers very much fall under the same category as other cosmetic designs. Fancy art assets take paid manpower hours to develop. Want more? Support with dollars, then. Game-wise, a player that goes without is not at all disadvantaged when compared to a player that has one.

rathermoredubious

It’s the third item that gives me a headache.

Infinite harvesting tools have been sold in the gem shop since the beginning of the Living Story updates. They are functionally equivalent to in-game-available items except that they have unlimited charges.

A few people did the calculations a while back and basically, you would have to mine a ton of nodes over several years to make back the gold equivalent of the gems put into the harvesting tool over just buying many many many sets of orichalcum tools at 4 silver a piece.

Your RL money then, essentially, paid for two things.

Looks: Each infinite harvesting tool has its own unique animation and generally looks fancier than the plain-jane generic harvesting animation. This, we have established, lies in acceptable cash shop territory, selling cosmetic advantages.

Convenience: Time is saved by never having to stop to look for a vendor when your charges run out. Less inventory slots are sacrificed to the necessity of keeping a bunch of tools in one’s bags and thus potentially one has more bag space for valuable loot, or at least cuts down on the need to keep stopping and selling stuff to free up bag space.

Convenience has always been a bit of a grey area where cash shops and the doom-ridden phrase “P2W” are concerned.

Too much convenience for paying customers, and rest assured those that do not partake in the cash shop will keenly feel the difference and begin to evaluate if it’s worth paying up or just quitting.

For some games, this does not disturb them. Non-paying customers are basically freeloaders anyway and do not really need to be catered for. The ‘free’ portion of the game merely serves as an extended free trial and once you cross a certain boundary, you’d better have paid up a minimum amount or look out, you’ll bash headfirst into a paywall.

By choice, I do not like paying for or supporting those games and that payment model. It reeks of exclusion, and my more regular readers are well aware of my eccentricities regarding games that promote rampant exclusion and elitism via their design. I generally do not like to play or pay for a game where it is culturally “understood” that one has to pay such-and-such amount to be among the hardcore hoi polloi and that the free players are merely content and fodder. I believe this model eventually shoots itself in the foot when they run out of free players that are willing to convert, and certainly, snooty attitudes from the paying elite would not at all help this conversion rate.

By choice, I prefer games which keep the playing field level between payers and non-payers, and leaves it up to the players to exercise their option to spend $0 – $100+ in the cash shop as and when they feel like they can afford to pay. Naturally, I understand that this produces a game where developers WILL dangle very tempting and very nice-looking options in the cash shop every month to appeal to player vanity and desire for convenience, while possibly preying on a player’s lack of self-control and leads to potential tragic stories about addiction (to game-playing or gambling).

To others, this is an ethical slippery slope that they can’t condone. I fully understand and respect their decisions to not even come near this sort of payment model.

For myself, I watch carefully for extremes, absurdity and slippage. How much is a player expected to spend every month? I think it is reasonable for such games to operate on a $0-$20 a month basis, equivalent to most subscription games, with more extreme hardcore players paying $30-$50 (similar to say, 2-3 subscription accounts) and the really crazy whales spending lots more (which the onus is then on them to determine if they can afford it or no.)

As for convenience via cash shop items, a little advantage seems to have proven acceptable enough to most.

Boosters tend to give accelerated rates of some kind of in-game currency gain. To me, the key here seems to be that the same thing can be still earned by non-paying customers, but at a slower rate.

The degree of slowness and “time grind” involved ends up determining the acceptability factor. Too absurd, and the non-paying customers give up before they even begin. Have it at a reasonable pace, and then ramp it up and/or double it for people willing to pay for and rent a temporary boost, and it seems to be relatively acceptable to many.

In GW2’s specific case regarding the infinite harvesting tools, the established precedent seems to have been that the infinite tools are an acceptable convenience item, providing mostly peace of mind to folks that choose to buy ’em for their mains, while those that choose to go without do not lose anything by merely relying on the in-game vendor tools.

In fact, they save money, and lose some time.

Which seems to be a bit of a refrain with the better-balanced microtransaction games. Money gets traded for time, and vice versa. The use of player exchanges ends up regulating this via the economics of supply and demand, and players get the option to choose on which side of the scale they lie. Do they value their time or their money more?

Throwing a massive clockwork spanner into the works, is the release of the Watchwork Pick, which suddenly ups and CHANGES the established precedent.

(We previously had a change of precedent when the infinite harvesting tools rose in price from 800 gems to 1000 gems, but this was due to them becoming account bound as per player requests. Previously, they were soulbound, which made switching them between characters impossible. Turning them account bound was a big bonus for players who might have wanted to switch mains or just play a lot of alts and were willing to spend time via bank slot juggling. There was some grumbling at the increase in price, but by and large, it makes acceptable sense to charge a little more for account bound convenience.)

notsayingenough

Despite the in-game tool tip looking exactly the same as all previous infinite harvesting tools, it was advertised on the website that this new pick had a chance of producing a Watchwork Sprocket item when mining. Exact details have not yet been revealed by ArenaNet, but player experiments have suggested it appears to be a 25% chance of getting one per node strike.

This is extremely disturbing to me, in more ways than one:

I was previously minding my own business and cheered up immensely by the thought of being able to buy another nice-looking infinite pick for another one of my alts who dearly needs one for the convenience factor. Except now I have to stop and evaluate all over again whether I should be supporting this chain of affairs with a wallet vote or no. Pragmatically, I want it, but I’m a person of fairly strong philosophical values and would like to conduct myself consistently according to them.

It truly annoys me that the in-game tool tip does not mention the new gimmick this pick has. Someone less fanatical about keeping track of websites and Reddit might have simply bought it via prior precedent, and has now accidentally skewed whatever statistics their marketing department has about whether this gimmick is useful in increasing sales. Meanwhile, I am stuck agonizing over whether I should or should not contribute to those statistics.

That someone may also now have a potential advantage over the have-nots.

Some prior purchasers of the other tools are outcrying over the perceived +1 ramp up and vertical progression of the infinite tools. What they now own is no longer “best in slot.” Instead, this new pick is. Surely, they say, is that not “forcing” us to buy this tool?

This argument doesn’t completely apply to me. For one, I didn’t buy it for a “best in slot” aspect. I’m just not motivated by such things, but I can see that for some other players, this perception would indeed lead to a very insistent pressure to buy it in order to feel like they’re staying ahead.

What I AM concerned about is the have / have-not disparity. Is this a level playing field?

There is no functional equivalent of a limited charge pick that has a 25% chance to produce sprockets, available for in-game currency. The playing field has tilted, ever so slightly.

This is very distressing to me because what it implies is that someone is carefully testing the waters of what players will accept. How do you boil a frog? Increasing the temperature very very slowly and hoping it doesn’t notice.

It’s a precedent. I don’t know if I’ll call it a dangerous precedent yet, but it’s definitely striding into murky grey territory here.

We’re left with the very difficult task of trying to evaluate something that isn’t trivial, and isn’t absurdly extreme.

Some players will tell you that this IS trivial and that other players are making a big to-do about nothing. The watchwork sprocket is a crafting material commodity that has previously been released into the game in large quantities via prior Living Story updates. The TP price for the sprocket as the pick released was around 34 copper. It’s a pittance.

Oh yay, you get an extra 34 copper per node strike 25% of the time. Doing a quick dungeon gets you 1 gold (plus extras.) That’s 294 sprockets you could buy. How many nodes do you have to mine to get that equivalent via the pick?

Of course, what they seem to be overlooking is that TP prices are not constant over time. They fluctuate according to supply and demand.

Enter the guessing game. The fear of the more paranoid is that watchwork sprocket sources might eventually dry up as the Living Story updates progress. They drop rarely from the Twisted Watchwork faction, dropped like candy during the Queen’s Jubilee update, and at a more moderate amount during this season’s Origin of Madness / Marionette boss. Folks who complete this season’s meta-achievement get a mining node that produces sprockets with any tool (including in-game ones) but only at a rate of 6-8 a day. Someone owning the infinite Watchwork Pick can definitely exceed that daily cap via hitting the many ubiquitous ore nodes out there.

Just how valuable might these watchwork sprockets get?

A prior example commodity are the pristine toxic spores, used in a fairly popular consumable recipe. It’s much harder to obtain these now that the Tower of Nightmares update is over and the bulk of the crowds have left Kessex Hills. They’ve gone up to 3 silver 74 copper as of today, which is admittedly quite extreme.

How many sprockets can a watchwork pick harvest? Since I don’t own one as yet, I have to resort to theoretical math based on possibly incorrect reporting. Assuming 0.25 chance of mining a sprocket on a node strike, and that each node gives three strikes, each node visited yields a 57.8% (1 – 0.75 x 0.75 x 0.75) chance of yielding at least one sprocket. The gathering daily requires 20 node strikes, let’s just waffle and say a player has to hit 7 nodes to complete their daily. That’s possibly 4 sprockets from completing their daily.

If a player had a gathering pattern that resembles mine a lot more, which visits quite a bunch more nodes in a day, I feel safe enough doubling or tripling that number.

Now let’s say watchwork sprockets do follow the pattern of pristine toxic spores and rise to 2-3 silver a piece, I personally wouldn’t turn down an extra 8 to 36 silver a day. For some, this may still seem like a pittance, if they’re earning a ton more from the TP or from multiple dungeons. Certainly, it’s still not going to make back the price of the pick in a hurry, considering the rather astronomical exchange rate of gold to gems these days.

The problem is, it’s really quite impossible to speculate on how watchwork sprocket prices will go. We simply don’t know. If a future update introduces a zone with permanent spawns of Twisted Clockwork faction, one might arguably say that sprockets may still be available from an in-game source that won’t be daily capped. On the other hand, they may not, and it may become a rare resource.

Sprockets at the moment are used in a number of recipes, but nothing as popular as the toxic sharpening stones that utilize pristine toxic spores – but that’s going to be hard to predict once again when the critical damage nerf hits. Sprockets are used in Zealot’s and Keeper’s recipes, which produce Power Precision and Healing stats. Those favoring the current meta presently laugh at these stats. Healing, yeesh, right?

On the other hand, my City of Heroes background argues, damage/support hybrids have a lot of team potential and may become much more favorable if critical damage becomes less important and mobs get tougher to survive as pure zerker, especially if ArenaNet decides to tweak healing coefficients once again in a balance pass somewhere.

But there’s simply no predicting whether we’ll get a new meta or not. Celestial stats certainly haven’t turned out very popular. Considering how many people love to DPS and see big numbers, even nerfed zerker may still be considered better than everything else.

Finally, with the utmost irony, I also have to note that people seeking to P2W may end up canceling themselves out via the TP and supply and demand. If many people buy the pick and produce lots of sprockets, supply goes up, and prices will fall.

However, it does seem safe to say that sprocket prices will probably remain within the 30 copper to 3 silver range, and that someone earning 12 sprockets a day from the pick will get the bonus of a green (3.6 silver) to a rare (36 silver) daily. Escalate up and down depending on your estimation on how node crazy someone is willing to be per day.

Is this acceptable or no?

And if I do buy the pick, am I going to regret my contribution to the slippery slope later down the road – either seeing the gem shop spiral out of control into something resembling LOTRO’s present nightmare and ending up quitting the game when it gets too absurd, or becoming one of the elite “haves” that the “have-nots” are going to jealously look upon and abhor, with the eventual result that I run out of people to play with?

(Both scenarios being something that I would never wish upon my dear and beloved game…)

GW2: Gemstore Rising

Yep, still ugly...

It was bound to happen.

An update where I get to take a turn at being fairly uninterested in what has dropped this patch.

tequatlturret

Oh, I went to Tequatl.

I even went in my knight/cleric support gear on my sturdier asura guardian.

I managed to get my hands on a turret, which was amusingly like a super-charged version of what I like to do in teams (support first, damage later.)

Since I read map chat, even though it was my first time, it was quite easy to see the buff stacks on Tequatl when targeted and link them with turret skill 2 and promptly proceed to spam it as demanded by ever more strident yelling over the channel.

To be honest, I don’t think anyone was purposefully NOT spamming skill 2.

I think, for one, between the krait attacking and whatever it is that causes the poison attack to land on the turret, a number of people were no doubt getting overwhelmed off the turrets. I was lucky to have a bodyguard or two and was pretty darned sturdy to boot (the only gear that is sturdier still is if I switched into PVT with cleric jewelry), but still occasionally had to break off for a second to spam heal with shelter before getting back on. Usually skill 2 would still be recharging, so there wasn’t too much interruption.

For another, it occurred to me that we might have been better served -coordinating- the turret launches so that 4-6 stacks are knocked off at once, rather than steadily one at a time while he regens.

Still, no one was on voice, and I didn’t feel up to screaming on map chat, so I just shut up and kept spamming 2.

In between, I experimented with hitting 1 to tickle Tequatl for 2k damage or so, and going crazy with 3-5, which apparently did some happy buff providing and poison removal.

As you might expect, we didn’t even get him down by 5%.

To this, my biggest reaction is mostly to shrug. I’m not a fan of raids in general, and while world bosses are acceptable to me because they’re inclusive not exclusive, I don’t see what else can be done besides wait for everyone to learn the fight and for those who like to organize these things to lead and teach until everyone knows the fight.

I did my job to the best of my ability, as far as I could figure out on my own. If I can’t get on a turret, I’d probably choose to stand as melee guard for someone else operating one. I’m only one person, so that’s that, job done.

There’s nothing more I can do to change the fight even if I am a good player.

(Besides buy six accounts and six computers and wire six keyboards/mice together to operate all turrets in sync, but that is absurd, is it not?)

I also presume that his hp was scaled to make him a worthy challenge for a full zone, which is about 80 players, if I am not mistaken. I was on an overflow, so we may have been short on numbers to begin with.

Time will change this fight. It’s just a matter of waiting. I have no interest in achieving server firsts. It’s just a matter of popping by every now and then to try my luck, that sort of thing.

Other world bosses were also updated. I don’t regularly chase dragons, so I haven’t visited any yet.

Guild feedback seems to be positive on them, some parts appear to be better scaled and more lethal, prompting caution, range and actual use of tactics other than stand in the electrical fire, heal through it and laugh.

My guess is that it’ll actually feel more like the tactics I used to -solo- Golem Mark II on a non-level 80 thief before he was put on all the dragon timers and got popular.

I can’t see this as a bad thing either. There’s usually enough people around to rez others through the learning process.

The downside would be that I don’t know if it’ll ever be possible to solo one of these upgraded bosses again –  whether they have the capacity to scale back down – but with dragon timers being as entrenched as they are, there’s probably never a time where soloing is necessary.

I briefly checked out the Borderlands changes.

newborderlands

It was only my second time back into WvW after a self-imposed two month break, so I don’t have any strong opinions about it.

It’s just there.

More land to fight on, more control points to fight over, more opportunities for fights and with some significant effect to them, so that’s good, I guess.

That’s pretty much the level of care I wish to give an eff about regarding WvW, as I was getting too obsessed half a year back for my own good. (Reading every forum I could get my hands on, feeling obliged to stay logged in for 10+ hours, waking up bright an early to catch server reset and then playing on through the afternoon without lunch, that sorta thing.)

More relaxing to pop in, follow a blue dorito, zerg around and karma train for a bit, engage in some zerg fights, respond to a defence call here and there, emergency build siege, rain arrows down on a teeming red name mass, engage in more zerg fights, pop out when sated.

Really, the biggest thing that caught my eye and attention were the gem store announcement.

MORE MINIS, WTF.

I’ve already spent $20 this month on GW2, which is supposed to be my limit.

I was working myself up toward the notion that I might put down another 10 bucks more near the end of the month and get two sets of the super adventure box minis that way.

Now there are TWO more sets of Risen minis that I dearly want. Especially the Abomination.

Even more galling is that I’ve been slowly working towards the Mini Collector title and was at 49/54 minis to go, where the announcement drops that Series 1 is evaporating soon.

As you might expect, my overnight bid for the Mini Snow Leopard at 5g 77s became swiftly run over by sudden increase in demand and I ended up staring at the damn mini in the TP this morning and buying one out for 9 gold because I’m not sure if the price will drop again before the end, and my OCD would die if I was one mini shy of 10 achievement points for a long time (until their next celebratory limited-time return sale anyhow.)

A certain amount of economic logic dictates that the price of blues and greens -might- drop slightly before October 15, because people might be frantically buying up a bunch in the hope of getting yellows and oranges.

Then again, they are forgeable and people might be throwing more into the mystic toilet too.  Plus speculators might be buying up some of the supply to hoard for later. So I dunno how the price would swing.

Anyway, I am now in the same boat as a number of other people, left staring at the five exotic minis and needing/wanting 4 out of those 5.

I can’t even afford half of one, so… yeah. Unless I get lucky with a precursor drop or sale, I don’t think there’s any way out of this one.

I very very briefly entertained the idea of dropping cash to convert into gold, but $35 won’t even buy one of those suckers, and I would be extremely out of my mind to spend $150 a month on a game for cosmetic miniatures.

I next briefly entertained the thought of putting down $35 and gambling for it  by buying some series 1 sets. Of which I would probably pop 18 blues and 9 greens, rather than see a yellow or orange light of day. So that’s probably a fool’s hope too.

The orange minis are likely way out of my league. I should probably just focus on trying to get my hands on 2000 gems for the non-RNG minis.

Since I really don’t want to be spending more cash this month, the alternative is gold conversion to gems.

Except none of the activities I enjoy are real moneymakers, especially since I’ve been salvaging everything for lucks to up magicfind, and hoarding T6 materials for a precursor. *groan*

I have no real idea what I’m going to do. I might run a few more dungeons for a guaranteed 2 gold a day. I might sink precursor hopes further and start selling any T6 stuff I see.

I wonder if trying to farm Black Lion Chest keys are worth it.

ATITD: The Bijou (and Gem-Cutting)

Before I played this game, I had no idea such a word existed. And to be honest, I only looked up the definition when writing this post.

bi·jou [bee-zhoo, bee-zhoo]

noun, plural bi·joux

1. a jewel.

2. something small, delicate, and exquisitely wrought.

Etymology: 1660s, from Fr. bijou, from Breton bizou “(jeweled) ring,” from bez “finger” (cf. Cornish bisou “finger-ring,” 13c.)

Welp, learn something new every day.

Despite my ignorance of many things French, the Test of the Bijou produces one of my favorite minigame puzzles to play in A Tale in the Desert.

You are presented with a target gem cut to achieve (top left, on the sticks.) A cuboidal gem sits on the Scholar’s Gem Cutting Table. Your job? Cut the gem to match the target gem cut.

Essentially, bijous (the player-created puzzles) are like training wheels for the skill of gem-cutting.

Similar to blacksmithing in ATITD, which involves actually hammering polygons towards a target shape and allows for true player skill development (unlike typical wussy progress-bar increment blacksmithing in most MMOs – I’ll cover blacksmithing in a future post, in the meantime, you can check out Van Hemlock’s old old post about it which first got me involved with the game), gem-cutting involves cutting (or subtracting) away at polygons until you reach the desired shape.

I find gem-cutting slightly easier than blacksmithing, in the sense that the cuts are more predictable and less pixel-finicky.

What’s less fun is that mistakes cannot be taken back. If you cut wrongly, that’s it, you’ve screwed up, and you’re one cuttable gem down.

Cuttable gems are obtained by waiting around for a water mine to spit one up every ~4-20 minutes (definitely on the longer side most of the time) and there are seven types (that the mine appears to rolls randomly from) so waiting for the exact type you want can be an exercise in significant patience and time.

Gem cutting is also reliant somewhat on luck. The cuttable gem you start out with has a defined set of flaws, and certain gem cuts must have flaws in some pattern to achieve. If the gem you placed on the table didn’t have those flaws, tough luck, you can’t cut that gem, go look for another best possible gem cut to make with the existing gem and try again with the next gem.

Bijous shortcut all that. You’re guaranteed that the gem it presents you with is one that you can achieve the solution at the end. And you don’t need a cuttable gem to start a bijou puzzle, nor do you get any product from it. All you get is some satisfaction and a little better at gem-cutting.

The best guide to gem-cutting that I’ve found so far is on the Tale 3 wiki page here. (This may not be obvious to many new players, but the later wikis Tale 4-6 sometimes take shortcuts with explanations because the veterans are already quite familiar. I find browsing back to the Tale 2 and 3 wikis can sometimes provide a clearer explanation to newbies just gettingthe  hang of things.) There was even a school in Tale 3 that set up a bunch of bijou tables to teach gem-cutting to people, which makes me wish I was clued into ATITD a lot sooner.

But well, we do the best with what we have. Some day, I’ll work through that immense list of gem cuts. For now, I’ve just about progressed to the point of being halfway competent at basic cuts and able to solve bijous like these.

First off, orientation. People normally stand facing Disc 1 like so. There are three discs. Disc 1 does a complete horizontal or vertical slice in the same plane as the saw disc showing.

Disc 2 does a kind of diagonal slice. And disc 3 does the other kind of “angled” diagonal slice.

(The technical wiki explanation for those who find it more helpful: Each disc will remove all the outermost vertices along a plane. Disc 1 removes the left side of the gem. Disc 2 removes the diagonal plane touching on the upper and front sides of the gem. Disc 3 removes the diagonal plane touching on the upper, front, and right sides of the gem. )

Me, I just got turned around by the wiki after a while. You have to try it to get the feel of it.

Rotating the gem is also a “by feel” thing for me. The J and K keys rotate the gem left and right. Technically, this is “rotating the gem along the Z axis” as pictured by my cruddy diagramming above.

U and I rotate the gem up and down, or ahem, “rotating the gem along the Y axis.”

The last set of keys O and L rotate the gem left and right along the unseen faces in the picture above (or “along the X axis” for those more comfortable with 3d modelling terminology.)

Now that we can move the gem around, we can get to cutting:

Step 1 – Find the flaw that matches the target gem cut

The target gem cut as pictured above has that particular shaped flaw. Rotate the cube about looking for it.

Here I’ve already sped things along by showing it in the picture… except it doesn’t quite match up. There’s some other ugly flaws in the way.

This calls for a straight slice from Disc 1.

Tada! That looks a lot more like it. Just um, upside down.

We can fix that. Rotate rotate.

Step 2 – Cut away excess layers to approach the target shape

We don’t need the other stuff in the way, so disc 1 to the rescue again, keep rotating the gem to face unwanted planes to the saw and trim it down to the appropriate size.

Wheeee! Done?

No, I lied. I didn’t show you the other camera angle yet.

This target gem cut actually has 4 symmetrical “angled diagonal” faces behind.

Step 3 – Choose the correct blade and trim the other faces to match.

This always throws me off, I’m just about getting better at it, choosing between disc 2 and disc 3. In this case, I made a guess that disc 3 would be the appropriate one and did a hail mary cut.

Phew. It was the right blade. Now that face matches.

From here, it was a matter of rotating and using the same blade to clean up the other three sides.

In similar vein to the other thought tests, I won’t show the final steps, but it’s quite easy from here. I’ve also gone into a bit more detail with showing you all this bijou ‘solution’ because frankly, it’s a lot easier described than done. A good part of the challenge is in the gem manipulation, managing camera angles,  and the not accidentally over-cutting 🙂

Here’s a peek at another bijou:

See the flaws and the shape of where the target gem cut should lie?

Trust me, it’s easier when I show the correct face to you here, rotating to look for it from six possible faces is a bit less easy. 🙂

What disc(s) should be used to chop it to its super duper thinness?

Disc 1 was the correct answer, getting rid of all the stuff behind it essentially. Now which other disc to clear the remaining junk?

That would be last disc we haven’t used in this post as yet.

And soon after that… done.

One more recognized bijou, and one more level.